Hello, I’m Efe Şantay, I’m From Turkey, And My Age İs 11.
I’m Doing Trajectory Script, On Unity 5.3.2f1. And My Script Works Like That, İf Tennis Ball Game Object Was OnMouseDown, İt Does, Trajectory.SetActive(true). And İf OnMouseUp, Trajectory.SetActive(false). But My Trajectory Code Gets Error. Error Area This And Error Text: Assets/Scripts/Trajectory.cs(36,40): error CS1501: No overload for method Instantiate' takes
2’ arguments. And Here’s My Code:
using UnityEngine;
public class Trajectory : MonoBehaviour
{
[SerializeField] int dotsNumber;
[SerializeField] GameObject dotsParent;
[SerializeField] GameObject dotPrefab;
[SerializeField] float dotSpacing;
[SerializeField] [Range (0.01f, 0.3f)] float dotMinScale;
[SerializeField] [Range (0.3f, 1f)] float dotMaxScale;
Transform[] dotsList;
Vector2 pos;
//dot pos
float timeStamp;
//--------------------------------
void Start ()
{
//hide trajectory in the start
Hide ();
//prepare dots
PrepareDots ();
}
void PrepareDots ()
{
dotsList = new Transform[dotsNumber];
dotPrefab.transform.localScale = Vector3.one * dotMaxScale;
float scale = dotMaxScale;
float scaleFactor = scale / dotsNumber;
for (int i = 0; i < dotsNumber; i++) {
dotsList *= Instantiate (dotPrefab, transform.position, transform.position, Quaternion.identity);*
_ dotsList .parent = dotsParent.transform;_
dotsList .localScale = Vector3.one * scale;
* if (scale > dotMinScale)*
* scale -= scaleFactor;*
* }*
* }*
* public void UpdateDots (Vector3 ballPos, Vector2 forceApplied)*
* {*
* timeStamp = dotSpacing;*
* for (int i = 0; i < dotsNumber; i++) {*
_ pos.x = (ballPos.x + forceApplied.x * timeStamp);
pos.y = (ballPos.y + forceApplied.y * timeStamp) - (Physics2D.gravity.magnitude * timeStamp * timeStamp) / 2f;_
* //you can simlify this 2 lines at the top by:*
//pos = (ballPos+forcetime)-((-Physics2D.gravitytime*time)/2f);
//
*//but make sure to turn “pos” in Ball.cs to Vector2 instead of Vector3 *
_ dotsList .position = pos;
* timeStamp += dotSpacing;
}
}*_
* public void Show ()*
* {*
* dotsParent.SetActive (true);*
* }*
* public void Hide ()*
* {*
* dotsParent.SetActive (false);*
* }*
}
See? The dotsList = Instantiate (dotPrefab, transform.position, transform.position, Quaternion.identity); İs, Gets Error. What Should I Do In The Correct Version Of This Code? Or, What Should I Choose The Corret Version Of Unity? Please, Help Me And Say The Error’s Method For Me, Ok?
Message By Efe Şantay.